Share this post

Link to post

Share on other sites

Your quote has me listed as who contributed the CFG, note that it's @Tonka Crash his contribution.

Having said that; there's no reason it would not work in 1.7.2 as it's a ModuleManager (mod) patch for a ContractConfigurator (mod) file. Even then if CC were to fix it the tweak would simply not do anything anymore, it won't break stuff.

Share this post

Link to post

Share on other sites

It's not the number of offers - I know about adjusting those already, I have mine at 20 I think - its the number of contracts I'm allowed to take that are ridiculously low in 1.7 vs previous versions. I might have found my issue though:

In my 1.7 career, I accidentally smashed two loads of tourists into large objects (one into Kerbin due to a parachute staging error & the other into Mun due to not paying attention) which killed my total reputation. I just got back into positive reputation this morning, and I'm showing I'm allowed to take like 9 one-star, 7 two-star & 5 three-star contracts compared to 8, 6 & 4 yesterday. If the numbers continue going up, I'm going to guess that was the issue. I'm usually pretty good at not executing tourists, so my rep usually never goes negative like that.

When I have a chance later on, I'm going to load the cheaty second career I was using to troubleshoot, add a bunch of rep & see what happens.

Edit: Confirmed, my issue was due to low reputation not anything wrong with Contract Configurator or any of the contract packs.

Thanks for this. I came here with the same problem thinking it was a bug of some kind.

Share this post

Link to post

Share on other sites

Spawn fresh new kerbals in a part that has already been placed/ build on the surface of a planet.

Allow for kerbals to be retired (not KIA or MIA) without penalty from the same part.

Reason 1: You travel all the way to a new solar system. Even on the highest warp it takes several hours to actually arrive. You land, mine and start using mods to build new craft and begin exploring. Then, the unfortunate happens... your engineers and scientist all die in a most horrific crash! How will you replace them?

Reason 2: People like the idea of an 'end game target'. Setting up ACTUAL colonies on all bodies could do this.

Reason 3: with the upcoming release of the Tetrix TechTree (which is Simplex TechTree 2.0) I have a couple of colonization nodes in the end game.

I'd like to use Contract Configurator to spawn the kerbals. Ideally, a modder would create a small .dll that does this, but as my skills are lacking, and a few approaches haven't resulted in this being taken up, I figured that CC could help!

So, what would happen, is that I'd have a part called colonialPart that contains a new resource: colonialBodies. The resource simply shows that the colony is full of people. Think of it as a closed ecosystem. Don't worry about getting people in there, I'd also have a tanker.

Once the colonialPart is landed on a surface, the contract is able to be started. After a certain time, it starts spawn kerbals to add to the kerbonaut core, but in the limited IVA seat of the part. Possibly the contract could be declimable if you don't want a new kerbal at that time.

I've looked into the code, but I need some help.

CONTRACT_TYPE
{
name = spawnNewKerbal
title = Spawn New Kerbal
genericTitle = Spawn New Kerbal
// group = colonialGroup // Probably need to make this
description = The colonial arcology is keen to export one of their own to the kerbonaut cause. Please go and collect them.
genericDescription = A new kerbonaut is ready at the colony.
synopsis = Go and collect the new kerbonaut and give them a task to do. Quick, before their air runs out otherwise they'll head back to the arcology.
completedMessage = Well done for collecting the new kerbonaut. Treat them well!
// agent = Techtrix Arcological Colonies
minExpiry = 0.0 // never expires right?
maxExpiry = 0.0 // never expires right?
// deadline = no deadline is default?
cancellable = false // can't cancel the colonial contract
declinable = true // can decline the new kerbonaut.
autoAccept = true // does this defeat the purpose of declinable?
prestige = Exceptional
targetBody = null // assuming this is only where the colony part is right?
maxCompletions = 0 // 0 is unlimited
maxSimultaneous = 1 // I could specify one per colony part right?
// weight = 10.0 // Don't really need a weight I suspect
// DATA // Is this used to specifiy that the colony part exists?!
// {
// type = Vessel
// targetVessel = AllVessels().Where(v => v.isOrbiting()).First()
// }
PARAMETER // that the generation resource amount has occured.
{
name = has_colonialBodies
type = HasResource
resource = colonialBodies
minQuantity = 20
maxQuantity = 40
}
REQUIREMENT // that the part exists on the surface and has had a delivery of the colonialBodies resource.
{
name = is_colonialPart_present
// GOING TO REALLY NEED HELP WITH THIS!
}
BEHAVIOUR // not sure I need one yet
{
name = SpawnKerbal
type = Behaviour
KERBAL
{
// kerbal = // not needed?
kerbalType = Crew
owned = true
addToRoster = true
// targetBody = Kerbin // But I want to spawn where the colonialPart is?
// lat = 10.595910968977
// lon = 239.804476675472
// alt = 387.929475510377
}
}
}

Share this post

Link to post

Share on other sites

I haven't had any pings yet, I'm assuming that my contract in the post above isn't possible.

Would it be possible for a contract that when a resource reaches a certain level in a craft, a contract appears (or is able to be fulfilled) that allows for a kerbal to be spawned even nearby the part and reduce the resource to nill? In a stock environment this could be done by manipulating the RTG code to produce the resource constantly.

That would work as an early iteration of the mod as a concept showcase and hopefully get some support for a coder.

Share this post

Link to post

Share on other sites

I recently installed 1.7.3 and would like to play career with contracts. However, I noticed that most of the contract pack listed as supported on the first post are from the 1.2 to 1.4 era. Is it that people are not playing with contracts or it is because contract always work with every release and I should not bother checking out the version?

Share this post

Link to post

Share on other sites

or it is because contract always work with every release and I should not bother checking out the version?

I guess so. The contract system is fairly flexible and chooses parts and planets as it finds them in the game instead of only preprogrammed contracts. Some might not work with total system revamps - especially those with a "story line" - but most should be good. Just try them out, you can always finish them in the ALT+12 menu if they kerb out or remove contract packs should they behave strangely.

Share this post

Link to post

Share on other sites

I recently installed 1.7.3 and would like to play career with contracts. However, I noticed that most of the contract pack listed as supported on the first post are from the 1.2 to 1.4 era. Is it that people are not playing with contracts or it is because contract always work with every release and I should not bother checking out the version?

Many packs simply haven’t been (officially) updated.

Many packs also have unofficial patches to fix bugs though. I recommend reading the last 2-3 pages of a pack’s thread to see what the latest ‘news and happenings’ around it was.

Share this post

Link to post

Share on other sites

Hey guys, I use Custom Barn Kit to make a few changes to the KSC, including allowing a much higher contract limit. It's actually unlimited at L3, which I currently have the upgrade for. However I'm still artificially limited to just a few depending on the difficulty level. I'm pretty sure it's Contract Configurator which is adding this limit. I saw some posts back in 2016 for this feature to be configurable and/or disabled in settings, however I don't see any way to do that. The only thing I've found so far is that the limits were raised.

I just don't want to have a limit on the number of open contracts I keep. Just not the way I want to play my game. Is there a way to change this that I haven't found, or is this a brick wall?

Share this post

Link to post

Share on other sites

I had a quick question: Is it Contract Configurator that limits how many of each difficulty of contract you can have active at once? If so, is it easy to increase? I want to increase the number of active one (and maybe two) star contracts.

Share this post

Link to post

Share on other sites

just don't want to have a limit on the number of open contracts I keep. Just not the way I want to play my game. Is there a way to change this that I haven't found, or is this a brick wall?

This is limited by KSP itself. Look in the "Gamedata/Squad/Contracts/Contracts.cfg" and there is a line "AverageAvailableContracts = ##" You can edit that value (or write a MM patch) to increase it. 20-25 is usually a good figure.

On 8/11/2019 at 8:58 AM, madindehead said:

I had a quick question: Is it Contract Configurator that limits how many of each difficulty of contract you can have active at once? If so, is it easy to increase? I want to increase the number of active one (and maybe two) star contracts.

The number of contracts of a given star rating is limited by a combination of reputation & Mission Control level. The higher your reputation, the more contracts of each star rating you can have, with the total limited by mission control level. I learned this when I smashed a load of tourists into the Mun & even with a level 3 mission control, I could only take like 3 each 1 & 2 star & two 3-star contracts or something like that. Once my rep started getting out of the negative, the number of allowed contracts started to increase as well.

Share this post

Link to post

Share on other sites

This is limited by KSP itself. Look in the "Gamedata/Squad/Contracts/Contracts.cfg" and there is a line "AverageAvailableContracts = ##" You can edit that value (or write a MM patch) to increase it. 20-25 is usually a good figure.

The number of contracts of a given star rating is limited by a combination of reputation & Mission Control level. The higher your reputation, the more contracts of each star rating you can have, with the total limited by mission control level. I learned this when I smashed a load of tourists into the Mun & even with a level 3 mission control, I could only take like 3 each 1 & 2 star & two 3-star contracts or something like that. Once my rep started getting out of the negative, the number of allowed contracts started to increase as well.

OK thanks. My rep is pretty high. As much as I love the new contracts that I can add via CC, I personally don't like putting a limit on the total numbers of contracts that I can have active at once. Is there no way to change it? Why is there even a mention of a slider when it doesn't seem to exist?

I think steddyj is asking for the same thing? He doesn't want a limit on his active contracts - the ones he has accepted (At least I think that's what he means)?

Share this post

Link to post

Share on other sites

OK thanks. My rep is pretty high. As much as I love the new contracts that I can add via CC, I personally don't like putting a limit on the total numbers of contracts that I can have active at once. Is there no way to change it? Why is there even a mention of a slider when it doesn't seem to exist?

I think steddyj is asking for the same thing? He doesn't want a limit on his active contracts - the ones he has accepted (At least I think that's what he means)?

I added a few new contract packs yesterday and I removed one that I thought might be the problem but it's still happening. I can provide a mod list if required (Although I think it's in the log?).

Seems it has come up before (two posts below). I'm removing some packs to see what the issue is. It's weird because my career has been fine for a while and I just started getting it yesterday

Update: I disabled the FieldResearch contract pack for now, from CC options, and the error seems to have disappeared.

Update 2: I removed GEP (Grannus Expansion Pack) and the error seems to have disappeared for now. I'm not sure who needs to fix this - is it a GEP problem, a Contract Configurator problem or the contract pack?

Edited August 15 by madindeheadPossibly found the source of the error - but no long term fix.